Algol General Discussion / Q&A

I disagree. Mitsu has some long range attacks he can use to attack a bubble setting algol from a distance, but the biggest thing is that when algol is stuck in a mixup situation, he can't just step right and dodge 2kB and the stronger mids like other characters, so when mitsu is on him, he really just has to pray to guess right. His lack of a sidestep worth a damn is a BIG problem in this match. I dunno who has advantage but patient mitsu certainly has some juice to deal with Algol.


Mitsurugi shouldn't even reach that position for 2KB usage but if by chance he does, 623B is your friend against the mid/low mixup.

623B, a very good friend for Algol.
 
It also has a really small window so if your timing isn't perfect, they hit you anyway, or they can just block punish. I'm not saying 623B is useless but it's got a very small effective window and it's very bad on guard, so I wouldn't think of it as a key move against mixups that can be delayed in any way.

Also, keep in mind the reward for landing 623B is VERY low. This isn't asura dance where you do 70-80 damage, algol is only gonna be doing 30, and he's not gonna get a very good knockdown off it either.
 
LOL!

I suck at guessing against smart opponents but I kinda have a good feel for the timing of their attacks so instead of block guessing, I have the alternative.

Of course, blocking the 2K/mid mixup is much better as you can punish him more effectively but with Algol you have an alternative option for getting out of the guessing game and maintain offensive momentum or gaining some breathing room.
 
just got back at algol and man he actually has more to him then just bubbles and backdashing.

2B+K and throw mixups are gold. especially against people that duck when predicting a throw.

and his okizeme is legit as well. usually id just backdash away and spam bubbles after a knockdown but now ive been using 2A+K:[A+B]. if it launches them then i do aB, 11B. if they play dead then i just do another 2A+K:[A+B] and it launches anyways. if they guard the low and the bubble then BB is uninterruptable.
 
3b41236....

3B41236...
How in the holy hell is it even possible to do this move!? I ran into one player a while back, who was able to perform this very consistently. Never seen anyone else do it though, and i have no idea how to make it work. The flip just does not come out after the launch no matter what. I think maybe i've done it on accident once or twice total! Please tell me there is some kind of trick or tactic i'm overlooking in order to make this work. Otherwise, i dont think i'll ever be able to use it.

Edit: Just a little addition to this thread to make it a bit more useful. I would also like it if we can disscus uses and setups for this technique as well. So for those of you who can make it work, please feel free to give input on how, when and why you use/do not use it. Thank you.
 
3b41236....

Input 41236 immediately after you hit 3B. It's not something you can hit confirm, unfortunately.

As i already figured, but i've been trying it that exact way for quite some time and it still never works. Do you use the analog, pad or arcade stick?? I'm pretty sure i've done it as fast as humanly possible on the analog at least. I can usually get the motion done before he recovers from 3B or at least right as he recovers, but still no flip.
 
3b41236....

I've gotten it sometimes when practicing, but I really have to get to it as soon as I even launch the attack, nevermind whether it hits or not.
 
I moved this into the Algol general chat.

3B 41236 is just a very fast input, practice it. This is algol's best whiff punisher by far. It is also one of the best whiff punisher in the game. who else gets 78 damage or more on reaction to enemy whiffs? Hilde, sophie (in theory), who else? that's some pretty sick damage right there
 
I moved this into the Algol general chat.

3B 41236 is just a very fast input, practice it. This is algol's best whiff punisher by far. It is also one of the best whiff punisher in the game. who else gets 78 damage or more on reaction to enemy whiffs? Hilde, sophie (in theory), who else? that's some pretty sick damage right there

Sorry if i cluttered the forum. Thats why i included the edit but, i suppose this is a better option.

I guess i'm just not fast enough then. Frankly, i dont know how to do it quicker than i already am but, i'll keep trying anyway.
 
well try to be ready to put in the command before it even hits. you should press 3B and before it even hits be putting in the 41236, maybe then you will be fast enough
 
Exaggerate the motion after 3B. Make sure you hit that 4 or you're not going to get it at all. That's the mistake most people make. They don't roll the stick / pad far back enough.
 
623B's auto GI window is friggin HUGE actually.
Very positive its even bigger than Siegs B+K's (non-perma). Need to retest.
I agree with Angrel, its a VERY good friend for Algol.
 
something to keep in mind about 623B is that the auto GI window to beat lows and mids is much faster than the TC, which doesn't activate till frame 10 or so. suirad was doing some testing with it and it makes sense given my experience with it
 
something to keep in mind about 623B is that the auto GI window to beat lows and mids is much faster than the TC, which doesn't activate till frame 10 or so. suirad was doing some testing with it and it makes sense given my experience with it

So essentially, you're saying he is open to high attacks for the start of it right??
 
yeah, basically. you won't be able to beat tight frame traps into highs with it because of this
 
623b for me is a usless move, i just cant use it effectively.. ive never used it properly once, so i just avoid using that move. i agree that 3b41236b is an awsome move ^^ took me a while to get it consistantly also ^^
 
anti-algol 2A+B/11A mixup:
by using the recording feature and setting multiple, randomly playing recordings I confirmed that it is possible to react to algol's 2A+B vs 11A tech trap mixups

examples:
1B close hit > 2A+B or 11A
CH 1K > 2A+B or delayed 11A

in both cases 11A is a guarantee and will hit regardless, but it will be a ground hit. the opponent must learn to react to algol's 2A+B and press G (in the 1B example this will block the bubble, in the CH 1K example you will tech and evade the bubble)


aB tech trap oddity:
when you do a raw aB, 11A and 2A+K will not tech trap at all. however, from certain combo starters such as 11A,
2A+K traps all except right tech, and 11A will trap right tech.


random junk:
at +0 if algol steps, he cannot cancel into guard until the 14th frame, which means he can do stuff like B (+0) on normal hit and step G to block 2As. for other characters they can cancel to guard on the 12th frame. The likelihood of step G accomplishing anything when playing algol is quite low, so this maybe just trivia or something.
 
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